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Chris Crawford on Game Design

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ISBN-10: 0131460994

ISBN-13: 9780131460997

Edition: 2003

Authors: Chris Crawford

List price: $44.99
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Description:

Chris Crawford on Game Designis all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from…    
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Book details

List price: $44.99
Copyright year: 2003
Publisher: New Riders Publishing
Publication date: 6/18/2003
Binding: Paperback
Pages: 504
Size: 8.94" wide x 6.02" long x 0.79" tall
Weight: 1.430
Language: English

Introduction
Definitions, Definitions
Some Milestone Games
Old-Style Games
Board Wargames
Other Non-Computer Games
Videogames
Computer Games
Play
History of Play
Play Is Metaphorical
Play Must Be Safe
Play Need Not Be Exotic
The Fun Factor
Challenge
Challenge Necessitates Rules
The Point Is the Challenge, Not the Goal
Dimensions of Challenge
Challenge and Identity
Conflict
Mars, Venus, and Conflict
Dimensions of Conflict
Directness of Conflict
Intensity of Conflict
Intensity and the Evolution of Taste
Interactivity History
Other Attributes of the Computer
So What Is Interactivity?
Is More Interactivity Better?
How Do We Measure Interactivity?
Low-Interactivity Entertainment Designs
Process Intensity Versus Data Intensity
Creativity: The Missing Ingredient
How Serious Is the Problem?
Where Does Creativity Come From?
How to "Get Creative"
A Tyrannosaurus Rex for Ideas
The Politics of Innovation
Common Mistakes
Obsession with Cosmetics
Incremental Accretive Design
The Education of a Game Designer
Get a Degree
Education Versus Schooling
Games I'd Like to Build
Galilean Relativity
Napoleonic Cavalry
Napoleon in Space
Attack of the Cellular Automata
Volkerwanderung
Third-World Dictator
Lies
Spies
The Wheels of Commerce
Corporate Politics
Evolution
The Self-Modifying Game
Mooser-Gooser
So What Does All This Mean?
Storytelling
Adventure Games
Backstory
Cut Scenes
Integrated Cut Scenes
Here Come the Academics! Role-Playing Games
The Real Problem
Tackling the Problem
Random Sour Observations
Massively Multiplayer Monsters
Licensed Games
New Input Devices
The Sims
Short-Term Thinkers
Everybody's a Game Designer
Hollywood Envy
Young Males
Sleaze
Tanktics
Map
Calculating Line of Sight
Planning Moves
Initial Programming
Enter the KIM-1
Input and Output
Linguistic Input
Sound Effects
Showing It Off
Porting
Production, Marketing, and Sales
Avalon-Hill
Fade Away
Results
Legionnaire
A Record-Setting Blunder
Disruption
Terrain
Sales
First Draft Design
Conclusions
Wizard
VCS Technology
Designing the Game
Asymmetric Combat
Lines of Sight (LOS)
Disposition and Conclusion
Energy Czar
17
Scram
Input Structures
Oh Yes, It Was Supposed to Be a Game, Wasn't It? Coda
Eastern Front (1941)
The Scrolling Map
The Combat System
AI
Tuning
Conclusion
Gossip
AI
Implementation Woes
Conclusions
Excalibur
Camelot
The Interpersonal Subgame
Diplomacy
The Strategic Map
The Battle Subgame
Overall Course of Play
The Manual
Conclusions
Balance of Power
The UnWar Game
Early Efforts
The Rubber Map
Thank You, National Enquirer
Research
Building the Map
Memory Headaches
Making It a Game
Publisher Woes
I Get by with a Little Help from the Press
The Wheel of Fortune
Patton Versus Rommel
To Hell with Grids
Geometric AI
Siboot
A Lesson for Designers
First Draft Proposal
The First Proposal
Design Essays
Economies
Intransitive Combat Relationships
The Inverse Parser
The Display
Interstitial Stories
The Novella
Conclusions
Guns & Butter
Designing the World
Building Provinces
Adding Mountains, Deserts, and Forests
Naming Names
First-Person Firing Squad
The Economic System
Combat
Faces
The Ideas behind the Game
Results
Balance of the Planet
Values
Implementing a Value System
The Politics of the Game
High